> For the complete documentation index, see [llms.txt](https://viber.gitbook.io/viber-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://viber.gitbook.io/viber-docs/table-of-contents/3.-problem-definition.md).

# 3. Problem Definition

***

### 3.1 Film Market Revenue Structure

#### Fan Perspective

| Problem                      | Current Situation                                                                                                                                                |
| ---------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Participation Disconnect** | After a theatrical viewing, 94% drop off with no further participation. There is no pathway to participate in the production process or have opinions reflected. |
| **Platform Fragmentation**   | Content (OTT), tickets (Interpark), goods (studios), and community (SNS) are each operated separately.                                                           |
| **Global Access Barriers**   | 70% of overseas fans of Korean content cannot access exclusive events and limited-edition products. A Korean payment method is required.                         |
| **No Revenue Linkage**       | Fans’ contributions (promotion, community activities) do not connect to any form of economic reward.                                                             |

#### Production Companies / Creators Perspective

| Problem               | Current Situation                                                                                                                    |
| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------ |
| Revenue Concentration | 85% of total revenue occurs within 4 weeks of release. After that, IP monetization pathways are limited.                             |
| Opaque Settlement     | Multi-step settlement: box office → distributor → investor → production company. Real-time tracking is impossible.                   |
| Fan Data Disconnect   | OTT viewing data, goods purchase data, and event participation data are not integrated.                                              |
| Funding Constraints   | Competition for traditional investment is intensifying. Securing funding for small-to-mid-scale projects is becoming more difficult. |

#### OTT Platform Perspective

| Problem                     | Current Situation                                                                                                    |
| --------------------------- | -------------------------------------------------------------------------------------------------------------------- |
| **Subscription Fatigue**    | Households subscribe to an average of 4.2 streaming services. There are limits to driving additional subscriptions.  |
| **Worsening Profitability** | As of 2Q 2025, TVING continues operating losses. Recovering returns relative to content investment is taking longer. |
| **Limited Differentiation** | Competing continuously with global platforms like Netflix based only on budget scale is not feasible.                |

***

### 3.2 Core Structural Problems

#### 1. One-time Consumption Model

```
[Current Structure]
Fan → Buy movie ticket → Watch → End

[Result]
- IP lifespan: 4–6 weeks
- Fan re-engagement rate: 6%
- Post-release monetization: almost none
```

#### 2. Disconnection Between Fans and Production

| Stage      | Fan Role | Problem                            |
| ---------- | -------- | ---------------------------------- |
| Planning   | None     | No channel for reflecting opinions |
| Production | None     | Cannot participate in the process  |
| Release    | Audience | One-way consumption                |
| After      | None     | Relationship ends                  |

#### 3. Exclusion of Global Fans

* Overseas fans of Korean content: estimated \~100 million (K-content exports: $13.4B, as of 2024)
* Only available participation channel: watching local OTT
* Crowdfunding, goods, events: effectively excluded due to requiring Korean payment methods

***

### 3.3 Quantitative Impact

| Metric                                       | Figure     | Source                                      |
| -------------------------------------------- | ---------- | ------------------------------------------- |
| Decline in theatrical revenue                | -12.4% YoY | Korean Film Council (KOFIC), 2025           |
| Average IP active period                     | 4–6 weeks  | Industry estimate                           |
| IP lifespan with transmedia utilization      | 2+ years   | 'Solo Leveling' case                        |
| Willingness to pay for exclusive content     | 73%        | Korea Creative Content Agency (KOCCA), 2025 |
| Inaccessibility rate for overseas fan events | 70%        | Industry estimate                           |

***

### 3.4 Limitations of Existing Solutions

| Solution           | Attempts                | Limitations                                                          |
| ------------------ | ----------------------- | -------------------------------------------------------------------- |
| **Crowdfunding**   | Wadiz, Tumblbug         | Only sponsorship; no revenue linkage. Korea-only payments.           |
| **Fan platforms**  | Bubble, Weverse         | K-pop-focused. No film/drama application cases.                      |
| **Goods sales**    | Studio direct operation | One-time purchase. Cannot drive sustained participation.             |
| **OTT exclusives** | Tving, Coupang Play     | Revenue accrues to the platform. No economic participation for fans. |

***

### 3.5 Problems Viber Solves

| Problem                  | Viber Solution                                                       |
| ------------------------ | -------------------------------------------------------------------- |
| Participation Disconnect | Staking-based voting rights, participation in the production process |
| Opaque Revenue           | On-chain settlement, transparent execution of Buyback & Burn         |
| Global Exclusion         | Borderless participation via crypto payments                         |
| IP Lifespan Limits       | Incentives for sustained participation, community governance         |
| Platform Fragmentation   | A single ecosystem: content + participation + rewards                |

***


---

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